• Title/Summary/Keyword: Artistic Creativity

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Scientific Creativity and Visual Artistic Creativity: The Domain-universality and Domain-specificity on Creative Accomplishment (과학적 창의성과 시각예술적 창의성: 창의적 성취 사례의 영역보편성 및 영역특정성)

  • Kang, Jung-Ha;Choe, In-Soo
    • Journal of Gifted/Talented Education
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    • 제18권2호
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    • pp.201-237
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    • 2008
  • The object of this research is to understand the domain-universality and domain-specificity of scientific domain and visual art domain from case studies on individuals who had made creative accomplishments in the domain of science and visual art. For case studies, 10 people who made creative accomplishments in the science and technology domain and 9 people who made creative accomplishments in the visual art domain were selected as the research participants. The conclusions for the case studies were made on the data obtained from interviewing the research participants using KES as an analytical frame. The findings of this study support as follows. Creativity on scientific domain and visual art domain is both the domain-universality and domain-Specificity. The domain-universality Of scientific domain and visual art domain is related to the nature of human beings, originality in creativity, and the natural selection. On the other hand, The domain-specificity of scientific domain and visual art domain is related to the type of knowledge and the context of applying the knowledge, will, thinking skill, direction, and social components.

Sociocultural Factors Leading to Creative Thinking and Idea Generation (창의적 사고와 아이디어 생성에 영향을 미치는 사회문화요인들에 대한 탐색)

  • Lee, Seon-Young;Kim, Jeong-A
    • (The) Korean Journal of Educational Psychology
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    • 제31권4호
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    • pp.767-794
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    • 2017
  • Creativity is a social byproduct formed in a specific sociocultural context. Although creativity differs according to the level of culture ranging from supranational, national, professional to organizational levels, research studies documented in literature have mainly dealt with creativity in the (super)national level. For example, differences in personal creativity in the East and the West led by collectivism and individualism, respectively have been dominating in the studies about cultural differences in creativity. Consequently, the domain specificity of creativity and the effects of a more micro level of culture, such as domains, occupations, and organizations, on creative outcomes have been dismissed. Understanding the characteristics of domains, and sociocultural and environmental factors leading to creative products is worth investigating considering that the conception of creativity today highly relies on the nature of domains valued in a certain sociocultural environment. This study reviewed a wide range of literature regarding creativity and sociocultural and environmental factors in order to explore how culture and/or cultural factors inspired creative thinking and generating ideas for creative performance and products. Cultural factors were identified either as a value or a practice (custom) and examined on the supernational, national, professional, and organizational levels. For supernational and national cultures, issues on individualism, collectivism, artistic social atmosphere, and multi-cultural experiences were discussed, while the professional and organizational cultures delved topics on the domain of architecture in which both originality and functionality are greatly valued for creativity. The authors concluded that the impact of culture on creative thinking and idea generation varied according to the levels of culture although issues on multifactorial aspects of culture, differences between personal and collective creativity, and the identification of culture either as a value or a practice (custom) should be discussed further for future studies.

Case Study on Artists' Training Program at Walt Disney Feature Animation (디즈니 극장용 애니메이션의 아티스트 트레이닝 프로그램 사례 연구)

  • Paik, Jiwon
    • Journal of Korea Multimedia Society
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    • 제23권7호
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    • pp.840-849
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    • 2020
  • Walt Disney Feature Animation released high quality films such as 'Frozen', 'Big Hero 6', 'Wreck-it Ralph', 'Zootopia', 'Moana', 'Frozen 2' and not only got high score in box office but showed great CG and visuals. However, making feature animation requires a lot of time, money, and efforts so it is very important to support studios' artists to finish each show within limited budget and time. This paper shows artists' training program such as 'Short Circuit' and 'Bootcamp' that walt disney feature animation provides their artists to improve their creativity and do their jobs artistically and efficiently. Disney's training program not only provides artists various training classes but gives them chances to work on short animation which enhances artistic skills and enable them to work in different departments and experience different tasks. This paper also explains some training cases of CG studios in South Korea and Disney Animations' in-house tools.

A prospect of woody toy industry for physical, psychological and intellectual development (창의성 증진을 위한 목질계 소재로 만든 완구산업의 전망)

  • Lee, Won-Hee
    • Journal of the Korea Furniture Society
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    • 제20권4호
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    • pp.262-273
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    • 2009
  • An investigation was conducted to know a prospect of woody toy in Korea for physical, psychological and intellectual development. It was told that toys that stimulate cognitive development are appropriate for the child's capabilities, responsive to the child's movements, provide feedback when manipulated, and require imagination or fantasy. Toys particularly useful in the development of these abilities include dolls, figures, cuddly toys, puppets, costumes, and construction toys. Therefore, a toy is a wonderful object, indispensable to physical, psychological and intellectual development, both for those who have the capacity to integrate into society and for those who encounter difficulties. If we can replace a plastic toys by a environmental wooden toys, we can contribute to child development that is especially to promote creativity, artistic, problem-solving, language and social skills. In addition, we can support the ability of wood toy manufacturers to market their products in a responsible way and contribute to strengthen the competitiveness of our commodities on international markets.

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Make-up Trend in the Haute Couture Collections -Focusing on Christian Dior after 2003 S/S- (오뜨꾸뛰르 컬렉션에서 본 메이크업 경향에 관한 연구 -2003년 S/S이후 크리스챤 디올을 중심으로-)

  • Park, Sun-Hee;Im, Young-Ja
    • Journal of the Korean Society of Costume
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    • 제57권1호
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    • pp.83-92
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    • 2007
  • The modern society has been experiencing a cultural quickening that is accompanied by the rapid social, political and economical changes. In the dim chaos where the future is uncertain, the modern women are gradually discovering the value and meaning of their existences in the society. The fashion and make-up Christian Dior presented in the Haute Couture collections suggest us various genres from which the remarkable creative and artistic accomplishments canbe found. This study is to examine the characteristics of make-up techniques used by Christian Dior for the Haute Couture collections after 2003 S/S. The conclusion of this study is as follows. The make-up trend in the Haute Couture collections suggest that the make-up today is not simply to decorate a face beautifully. The make-up has become a new art form for the modern women to express their various originality and creativity while linking it to the social and cultural elements.

Fashion designers must be artistically, socially, and technically competent

  • Cho, Kyeong-Sook
    • Korean Journal of Human Ecology
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    • 제15권3호
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    • pp.417-423
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    • 2006
  • 본 고는 패션디자이너들이 함양해야 할 핵심 지적자질로서, 예술적, 사회적, 기술적 자질을 제시하고 있다. 이러한 핵심 지적자질은 "옷"이라는 디자인 오브제의 구상 및 추상적 본질을 둥의 조형적, 표현적, 그리고 상징적 특성을 문헌을 중심으로 이해하고 검토함으로써 제시되었다. 디자인 오브제로서 옷에 대한 본질에 관한 고찰은 패션디자이너의 역할을 정의하는 개념적 틀로서 사용되었으며, 디자이너의 핵심 지적자질을 함양하기 위한 구체적인 실천방안으로서, 문화를 분석, 체험하고 사회에서 파생되는 제반 인문, 사회, 과학, 기술관련 이슈들을 이해하고 습득하려는 능동적 실천을 권장하고 있다.

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A Study on the Driving Force of Louis Vuitton's Design Innovation (루이비통 디자인 혁신의 원동력에 관한 연구)

  • Kim, Ji-Young
    • The Research Journal of the Costume Culture
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    • 제17권4호
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    • pp.691-708
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    • 2009
  • The purpose of this study was to find the methodology of design plan that could raise the brand power by looking around the driving force of the design innovation through the case study of Louis Vuitton which has been evaluated to be successful in brand revolution by designer Marc Jacobs. Research methods were theoretical studies looking for various analysis and valuations about Louis Vuitton's design innovation and analysis about articles in International Herald Tribune and New York Times. Driving force of Louis Vuitton's design innovation could be summarized as designer's creativity and full supports for designers, establishment of BI by strategic cooperation between design and marketing parts, active design plans by collaboration with modern artists, existence of Logo as a symbol of brand, business mind pursuing adventures and dreams, and directors' artistic sensitivity and supports for culture and art.

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Research on the Application of Fractal Geometry in Digital Arts

  • Xinyi Shan;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권2호
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    • pp.175-180
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    • 2023
  • Fractal geometry, a relatively new branch of mathematics, was first introduced by Benoit Mandelbrot in 1975. Since then, its applications have expanded into various fields of natural science. In fact, it has been recognized as one of the three significant scientific discoveries of the mid-20th century, along with the Dissipative System and Chaos Theory. With the help of fractal geometry, designers can create intricate and expressive artistic patterns, using the concept of self-similarity found in nature. The impact of fractal geometry on the digital art world is significant and its exploration could lead to new avenues for creativity and expression. This paper aims to explore and analyze the development and applications of fractal geometry in digital art design. It also aims to showcase the benefits of applying fractal geometry in art creation and paves the way for future research on sacred geometry.

A Hermeneutic Phenomenological Study of Art Therapy Supervisors' integration of Art as Part of Supervision

  • Boram Park
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.132-141
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    • 2023
  • The purpose of this study was to understand the vivid realities of important technical and relational aspects of visual art that were emphasised during training by art therapy supervisors and educators. Max van Manen's hermeneutic phenomenological methodology was incorporated into the study. Summarising their main experiences, art therapy supervisors enabled experiences of reproducibility and immediacy in their supervision, and allowed visual art to be used as a tool to foster inner contact with their supervisees. To enable this experience, art therapy supervisors provided a creative foundation and a receptive environment that promoted creativity for supervisees to use and experience art beyond the role of passive viewers. The results of this research clarified how the participating supervisors interpreted the value of art therapy as a method to nurture the professional growth of trainees. Their contributions suggest experiences and methods that may effectuate future advancements in the field of art therapy supervision.

Effects of Artistic and Technological Context on Physics Problem Solving for High School Students (예술적 상황과 기술적 상황이 고등학생들의 물리 문제해결에 미치는 효과)

  • Lee, Sua;Park, Yunebae
    • Journal of The Korean Association For Science Education
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    • 제35권6호
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    • pp.985-995
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    • 2015
  • This study examines the effects of the introduction of artistic and technological factors on science problems for the activation of creative and integrated thinking. We developed problems consisting of STA(problems that introduced technological and artistic factors on the College Scholastic Ability Test) and TA(problems that introduced artistic factors in a technological context). Subjects of the study included 60 high school senior students in Daegu. Their problem solving processes for STA were examined. Four students were interviewed using the retrospective interview method. Also, after finishing TA, the problem solving processes of four students were examined. The results of the study are as follows. First, students selected scientific context more than artistic and technological contexts. It was found that students preferred short length problem in order to solve problems in a short time. Second, students were more interested in artistic and technological contexts of STA than scientific context, but felt that they were more difficult. Moreover, students were more interested about the context of TA than scientific context. Third, irrespective of the given contexts in STA, students have a tendency to solve problems through relatively brief ways by using core scientific knowledge. This can seem to mean that there is a possibility to stereotype the problem solving process through repeated learning. Logical thinking and elaboration were observed, but creativity was not conspicuous. In addition, integrated thinking was not observed in all contexts of STA. Fourth, science related problems of TA showed similar results. However, in problems related to everyday life, students made original descriptions that they based on their daily lives. Particularly, in creative design, original ideas and integrated thinking were observed.